Upper Moon Two: Level 85
HP: 1,176,000 (3,528,000) (8,467,200) (13,547,520) (20,321,280) (28,449,792) (36,984,730) (49,929,385) (104,851,708)
Attack: 20,200
2 True OMEGA Ice: 8000
2 OMEGA Magic: 4000
2 OMEGA Absorb: 4000
2 OMEGA Air: 4000
2 OMEGA Shield: 4000
Doma's Golden Fans: 900 (21,100) (25,100) (29,100) (33,100) (248,250) (496,500) (993,000) (1,489,500)
Demon Blood-Art Frozen Lotus: 800 (21,000) (29,000) (33,000) (37,000) (277,500) (555,000) (832,500) (1,665,000)
Defense: 21,000 (23,000) (46,000)
5GM Armor: 1000
Doma's High Priest Robes: 1000 (47,000) (23,800) (47,600) (71,400)
2 OMEGA Shield: 4000
Ice Spirit Shield: 1000 (5,000) (13,000) (17,000) (127,500) (255,000) (510,000) (1,020,000) (1,091,400)
Bonechill Scale Pendant: 100 (8100) (60,750) (121,500) (243,000) (1,334,400)
Icescale Pendant: 20 (8020) (60,150) (120,300) (240,600) (1,575,000)
Rayquaza Scale Pendant: 100 (4100) (30,750) (61,500) (123,000) (1,698,000)
Celebi Leaf Pendant: 100 (4100) (30,750) (61,500) (123,000) (1,821,000)
Seath Crystal Pendant: 100 (4100) (30,750) (61,500) (123,000) (1,944,000)
Airscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,064,600)
Absorbscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,185,200)
Magicscale Pendant: 20 (4020) (30,150) (60,300) (120,600) (2,305,800)
Doma's Golden Fan: 900 (4,900) (7,900) (11,900) (89,250) (178,500) (357,000) (714,000) (3,019,800)
Doma's Golden Fan: 900 (4,900) (7,900) (11,900) (89,250) (178,500) (357,000) (714,000) (3,733,800) (7,467,600) (11,201,400)
Doma's Fans (Augment): 900 (4,900) (7,900) (11,900) (89,250) (178,500) (357,000) (714,000) (1,428,000) (5,161,800)
Doma's Fans (Augment): 900 (4,900) (7,900) (11,900) (89,250) (178,500) (357,000) (714,000) (1,428,000) (6,589,800) (13,179,600) (19,769,400)
Speed: 300 (315) (320) (360)
Skill: 335 (350) (+30 hit)
Move: 10 (11) (14) (17)
Items:
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
Heart of Hunger: A Legendary Heart. This heart will double the HP of the character who holds it. It will also allow all devouring abilities that heal this character to heal it above its max HP, increasing the HP cap.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.
10-Heart Containers
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.
4-Mako Energy Cells
Upper Rank Two Kanji: A tatoo on the eye of a demon, symbolizing his high status. This grants this character +15 speed and +15 skill.
Doma's Ravenous Demon Flesh++: This demonic forged flesh allows the user to immediately trigger the ability Devour if this character kills an adjacent foe. This forged flesh also adds 2000 defense to the base defense stat of Doma.
2-Doma's Golden Fans+++: +10 (+20) speed. These brilliant fans are deceptively sharp. They may deal either blade or bludgeon-type damage. They count as shield weapons. These fans are incredibly sturdy, but may eventually be knocked aside by powerful attacks. They boast 300 (600) (900) base magic/air/blade or bludgeon-type might. When not attacking, these fans may both serve as shields, and add 300 (600) (900) defense improved by magic and air skill levels. These incredible weapons grant Dual Weild for free if the unit is at least GM in shield. In their final state, these fans will deal 50% more damage when the ability "Enchant Shield" has been used.
2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
2-Crippling Weapon Seal: An Elite Weapon Seal. This weapon seal will cause each strike of the weapon to debuff the speed/skill of the foe by 3 (6) for 1 turn. This debuff will refresh if they are hit by this weapon (or shuriken with similar properties) again before the debuff is cleared. This debuff will stack. This debuff will cap at 40.
Doma's High Priest Robes++: These incredible robes grant immunity to sacred damage, protecting this character from having "Divine Protection" subverted. These robes also boost the chance of Miracle activation by 10%. These robes are relatively fragile, but they also grant immunity to light and extreme resistance to water, absorb, blade, pierce, and bludgeon. No other armor may be warn with these robes. This armor grants: 1000 base defense.
Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Ice Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in ice and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Ice, Magic and Shield skill and item boosts.
Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal.
Miraculous Shadow: This consumable item may be carried by any character weak to the sun. A character may only carry one of these items, however the shade will rush out and protect them from taking the normal %damage they would from sunlight... as well as making the character not weak to sunlight if the sunlight that is first striking them is linked to an attack. This protection will destroy this item.
Restless Soul of Ice: This incredibly rare item will allow the holder to create Living Ice Replicas without it taking their turn to do so. This will also double the number of times the ability Living Ice can be used.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Holy Charm: This item is very blessed. As long as the holder is pios, this increase will buff the chance of Miracle activating by 20%.
Ancestor's Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% of their max HP. This skull is somewhat cumbersome.
Hellish Stomach: If this character uses Devour, they will buff their attack by 30% (60%) for the next 3 (6) turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.
Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.
Lifeless Frozen Blood Droplet: This item will allow the temperature debuffing statuses and freezing statuses of this user to ignore temperature and freezing resistance and immunity granted innately or by items. This item is very hard to drop or steal.
Bloodletting Razor Brooch: Grants the ability Bloodletting for free.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Resolved Scale: This item will cause activated abilities that would normally ignore defense (Critical Hits, Skilled Shot, Aether) to fail to ignore defense granted by armor and the base defense stat. If a character has only base defense, this scale can eventually be worn through, but it is extremely sturdy.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Vicious Silver Pin: A small, needle-like pin that can easily be worn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.
Sakura Sunbite Ring: A ring forged using a vial of Nezuko's blood. Grants resistance to sunlight damage. The holder will also take half the normal instant sunlight damage they normally would (15% for Doma).
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning-type damage. The ring is easily lost or stolen.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm Based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.
Devilish Destruction Charm
4-Poms of Power (Air, Magic, Absorb, Ice)
12-Magic Crystals+Magic Plate
12-Ice Gems+Ice Plate
12-Air Gems+Air Plate
12-Jade Cubes+Absorb Plate
Chilled White Ichor: Grants +3 movement to characters who use the Ice Surf ability for movement.
Abilities:
Demon Blood Art-Frozen Lotus (III+Needled): Doma may use his powerful demon blood art to create frozen flowers all around him. This deadly art fills the air with freezing clouds. This attack boasts 1-3 (4) range and may be used to attack or counter. As soon as Doma uses this attack, the spaces within three (4) range of him will be filled with the freezing air. This freezing air will cause any enemy character who starts their turn with this range to suffer a -5 (-10) (-20) (-40) (-80) speed debuff regardless of their resistance to temperature statuses as the crystals make their way into the lungs of the foe. This -5 (-10) (-20) (-40) (-80) speed debuff will last for two (three) (four) turns... unless the foe starts their turn within the frozen air again. This will restart the debuff. Using breathing arts within the range of this attack will cause the arts to suffer a 2x (4x) cooldown time. Starting within this air for two turns in a row will completely lock all breathing arts... as well as breath attacks like those used by dragons. Starting within this air for three turns will cause the character to start suffocating and tier off 20% of their HP until they start their turn outside of the deadly cloud. While Suffocating, the opponent will be completely unable to auto-heal. The regular portion of this attack has a 10% (15%) (30%) (60%) (70%) chance to freeze a foe. At third tier, when this attack is used in pairing with the Golden Fans, the attack will strike as many times as the fans. If the foe is within reach of the fans, they will be struck by both the fans and the gusts of frozen blood art. Base 200 (400) (800) ice/absorb/air/blood (if bleeding) type damage. Bleeding, Severe Bleeding and Lethal bleeding will add 5%, 10%, and 20% of Doma's HP to the damage of this blood art. Bleeding will cause the three (four) range cloud of frozen air to always be present around him. Doma's Living Ice replicas will always act as though they have a Bleed status but will not lose HP. Costs: 24 pg
Living Ice: This character may take a turn to create two replicas of ice. This will create an ice version of this character. The ice will have 25% of the HP of the original character, and will be destroyed instantly by the fire-type or explosion-type attacks. However, the replicas of the character will share abilities and cooldowns, making the shadow a formidable tool in battle. These replicas may only be made once (twice) (4 times). These replicas will not autoheal. Costs: 5 pg
Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20 (-40). This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg
Ice surf: This character may surf upon ice that it creates as it moves. This will give it flying-type movement, and add 3 to its basic movement. This ice that is created may also allow units to follow it into spaces that would otherwise be impossible to reach. Costs: 3 pg
Subversive Movement: This character spends most of his time sitting and remaining still. However, this conceals the speed of this unit. If they have remained motionless for at least three turns, they may triple their movement once per battle. Costs: 1 pg
Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg
Renewal: Holy Ability. This character will heal 20% at the start of their turn. However, being struck by sacred damage prevents this autohealing. The character using this ability must be both pure and pious. Costs: 5 pg
Appetite for Women (II): This unit targets and devours women. This will make this unit almost always choose to attack female units above male counterparts. This will allow this unit to instantly trigger the ability "devour" if they kill a female unit. Devouring a female character will result in a +10 (+15) speed and skill boost for the rest of the battle. Devouring bonuses will be doubled if the character is female. At second tier, this ability will cause the user to increase their damage against female characters they are capable of devouring by 30%. Costs: 4 pg
Divine Protection: As the head of a religion or a notably devout member, this unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 pg
Miracle: This unit has a 20% (40%) (50%) chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg
Pray: This unit may take a turn to pray. This will add 20% to the chances of Miracle activating for the the next full turn. This ability may be used once every three (other) turns. Costs: 1 pg
Masochist: This character may inflict self harm. This thrill clears negative psychic statuses from them such as fear statuses for two turns. Doing this, or taking a pain status, will boost the attack of this character by 25%. However, doing this to oneself results in a bleeding status and a loss of 10% of total HP. This ability will not stack with itself. This is a Sadism ability. Costs: 2 pg
Motionless Fortress: Defensive class ability. If this unit does not move on and is not moved by a foe's attacks or abilities, it will double its total defense. However, if it moves it must remain motionless for 2 turns in order to regain this boost. Costs: 3 pg.
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25% (50%). This ability may only be used 5 times during a battle. This ability will max out at doubling (200%) the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Calm Refresh: If this character has activated Calm Mind, they will refresh two (four) barriers/shields at the start of each turn. Costs: 3 pg
Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 pg
Enchant Shield: If holding a shield, this character may take a turn to enchant it. For the next five turns that shield will triple in stability and double its total defense granted. Costs: 4 pg
Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 pg (Razor)
Devourer of Nations (III): 40% HP buff after feeding on thousands of lives. Costs: 30,000 devourings.
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
(2 free pg)
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level (Golden Fans, GM Shield)
(TBA) Demon Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 40% to any dodge, hit, or a 15% to any skill activation chance once every three turns. Costs: 4 pg
(TBA) Appetite for Women: This unit targets and devours women. This will make this unit almost always choose to attack female units above male counterparts. This will allow this unit to instantly trigger the ability "devour" if they kill a female unit. Devouring a female character will result in a +10 speed and skill boost for the rest of the battle. Devouring bonuses will be doubled if the character is female. Costs: 2 pg
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)
Character Type: Demon, Status, Defensive
Weakness: Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight. Weak to light damage. Characters are twice as likely to cleave this character. However, unless this character is killed by sunlight, light damage, cleave, or demon-killing items or abilities, it will not truly die and will not level down (though it will still fall in battle and may lose items). This character is completely immune to ice and the freezing status. This character extremely resists body-type damage. Resists blood damage. Immune to pain. Immune to all emotion-based statuses. Immune to Enfeeble. This character extremely resists taking the poison status, but he will take 4x damage from poison statuses. While nihilistic, the religious motions of this character allow it to obtain faith-based abilities. Survival abilities fail against sunlight damage.
Caps:
HP: High
Attack: 300
Defense: 1100
Speed: 125
Skill: 160
Move: 9
No comments:
Post a Comment